Thanks to this book, you will be able to create an adventure game in Python on your own, while learning about the secret of Enigma. You will learn Python by writing successive code snippets. We place great emphasis on interdisciplinarity, showing that creating a game is not only about computer science, but also language, history, mathematics, art and music.
At the beginning we choose one of the three available characters: Henryk Zygalski, Jerzy Różycki or Marian Rejewski. After selecting a hero, we walk around the game universe moving to the right or left, or change the location using teleports. Our task is to find three rotors, the elements of the Enigma. After collecting all of them, we move to a room with an encryption machine to decipher the password there.
We have 5 locations:
I. French agent Hans-Thilo Schmidt (nicknamed "Asché") acquires plans to build Enigma machines around 1931. French intelligence, however, disregards this information and, considering it worthless, forwards it to the Poles.
II. Warsaw, the Saxon Square and the statue of Prince Józef Poniatowski (1763-1813). In the background there is the Saxon Palace, which from 1930 to 1937 was the seat of the Cipher Bureau. Here, in 1932, three Polish mathematicians: Marian Rejewski, Jerzy Różycki and Henryk Zygalski break the cipher of the German encryption machine – Enigma.
III. 1920, Polish-Bolshevik war. Lviv Skniłów Airport, Captain Merian Cooper's Albatros D.III aircraft ready to fly. Thanks to the messages broadcast by the Red Army, which are intercepted by the Polish radio station RKD, it becomes possible to break the "Revolution" cipher. This is done by Lieutenant Jan Kowalewski and Stefan Mazurkiewicz, a professor of mathematics.
IV. July 1939, Polish intelligence provides the British with valuable information on breaking the Enigma code. To achieve the level of work of Poles, the English would need five more years. They do not have that much time. Alan Turing, a mathematician, starts working in Bletchley Park, England. Using the achievements of Poles, he builds a cryptographic bomb. He succeeds just before the Battle of Britain begins.
V. The German submarine U-Boat (U-110) takes part in the Battle of the Atlantic. During the performing of the task is forced to surface by the British destroyers. Found inside the Enigma-M encryption machine is taken over by the English.